106 lines
2.7 KiB
C++
106 lines
2.7 KiB
C++
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#include <stdlib.h>
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#include <time.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include "Spin.h"
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#define SWITCH_TIME 5000
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static const float directions[][3] = {
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{0, 0, 1}, {0, 0, -1}, {0, 1, 0}, {0, -1, 0}, {1, 0, 0}, {-1, 0, 0}
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};
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Spin::Spin()
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{
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m_num_monitors = 1;
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m_directions = new int[m_num_monitors];
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m_directions[0] = 1;
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m_rotations = new matrix_t[m_num_monitors];
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glGetFloatv(GL_MODELVIEW_MATRIX, &m_rotations[0][0]);
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m_last_switch_ticks = 0;
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m_last_ticks = 0;
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srand(time(NULL));
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}
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Spin::~Spin()
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{
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delete[] m_directions;
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delete[] m_rotations;
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}
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bool Spin::expose (GnomeScreensaver & gs)
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{
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if (m_last_ticks == 0)
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m_last_switch_ticks = m_last_ticks = gs.getTicks();
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else if (gs.getTicks() - m_last_switch_ticks > SWITCH_TIME)
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{
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for (int i = 0; i < m_num_monitors; i++)
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{
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m_directions[i] = (int) (rand() / (double)RAND_MAX *
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sizeof(directions) / sizeof(directions[0]));
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if (m_directions[i] >= sizeof(directions) / sizeof(directions[0]))
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m_directions[i] = 0;
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}
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m_last_switch_ticks = gs.getTicks();
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}
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int width = gs.getWidth() / m_num_monitors;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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for (int monitor_num = 0; monitor_num < m_num_monitors; monitor_num++)
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{
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glViewport(width * monitor_num, 0, width, gs.getHeight());
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glLoadMatrixf(&m_rotations[monitor_num][0]);
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int direction = m_directions[monitor_num];
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glRotatef((gs.getTicks() - m_last_ticks) / 1000.0 * 360.0 / 4.0,
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directions[direction][0],
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directions[direction][1],
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directions[direction][2]);
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glGetFloatv(GL_MODELVIEW_MATRIX, &m_rotations[monitor_num][0]);
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m_logobox.draw();
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}
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m_last_ticks = gs.getTicks();
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return true;
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}
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bool Spin::configure (GnomeScreensaver & gs)
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(60.0, gs.getAspectRatio() / gs.getNumMonitors(),
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0.01, 1000.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(0, 0, 10, 0, 0, 0, 0, 1, 0);
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m_num_monitors = gs.getNumMonitors();
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delete[] m_directions;
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delete[] m_rotations;
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m_directions = new int[m_num_monitors];
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m_rotations = new matrix_t[m_num_monitors];
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for (int i = 0; i < m_num_monitors; i++)
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{
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m_directions[i] = (int) (rand() / (double)RAND_MAX *
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sizeof(directions) / sizeof(directions[0]));
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if (m_directions[i] >= sizeof(directions) / sizeof(directions[0]))
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m_directions[i] = 0;
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glGetFloatv(GL_MODELVIEW_MATRIX, &m_rotations[i][0]);
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}
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return true;
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}
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bool Spin::update (GnomeScreensaver & gs)
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{
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return true;
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}
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